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Noisycricket

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Everything posted by Noisycricket

  1. I was thinking it was a good choice precisely because it seemed much easier to edit... You can shift+left_mouse and drag-select on the time slider and shrink or scale a section of the animation at will to adjust and play with timings without worring about key being on mathmatical whole unit having nothing to do with the animation. If you do that with the keys snapping to whole numbers, or the dope editor, it ruins your animation timing. To put your marker exactly on a key to overwrite it or copy/paste etc, simply use the < and > keys to position the marker on the closest adjacent key. You can still use the middle mouse button to re-position the marker and set a key without cycling the animation. How does one properly scale the 40 frames animation full of keys with keysnapping on? I really wanted to aim for high quality animations here squill. I don't know what you mean by "clean" or how that helps ( I can't imagine at the moment), but I don't want each of my animation keys off by a almost a full second, nor do i want to edit, minutely, the animated positions of joints for each key because i wanted to scale the animations, then had to use the snap function thereby shifting each key to it closest whole number. I plan on spending a lot of time on my animations, eventually re-doing my animations done for TDM 1.0, if that eases your mind. The only possible reason I can fathom in this universe for saying snapped animation is easier to edit (but not scale) is that when re-positioning the timeline marker with the middle mouse button, it doesn't automatically set itself to on top of an existing key thereby making it more difficult to overwrite it. I have gotten over that hurtle myself by lowering the dpi setting of my mouse and can place the marker over a key such as 82.35, but that was not actually needed as i'd already found that you could key next to key you wanted to overwrite, then delete the key you wanted to replace and move the replacement key over the deleted one. I really don't want to compromise the fineness of my animations for the sake of what sound like the visual "benefit" of keys on whole numbers having no real mathmatical relationship to the animation. Again, been wrong before on occasion... But please, unless im missing something, please afford me this "concession". Please keep in mind that trying to do high quality anims is the fun part for me. Sorry if this seems too blunt, I didn't develope very good communication skills much as an only child of a non-talkative father who was my only parent, nor in later life...
  2. How can I get Maya to load some textures on the model so i can animate with something that looks more natural? I noticed while playing around in the attribute editor tabs that i would sometimes get an error: can't find C:\gaming\doom 3\.....\something.tga file. How do you edit that address?
  3. http://articles.mercola.com/sites/articles...our-Health.aspx I just received that in a weekly health email, thought some might find it as intresting as i.
  4. How long do you think it will be before you finish your revisions, so i can plan my next animations. I can't do much that i won't have to go back and fix currently. Actually I can do a few things for awhile, nevermind. Is that the one from St. Lucia? If so, I really liked that one too.
  5. Noisycricket

    Thief 4

    I'd bet a good amount that the Thief 4 devs will be tuning into darkmod-FM every now and then...
  6. I like your anticipation suggestion, some hesitation at least while he gathers the saliva up. (YUM! ) Edit: I don't think i like it anymore... Springheel, were you specifically wanting a quick spit to the right? If not, i'll build a little preperation into the anim.
  7. The sneeze has the quick wipe, not the spit. Have you seen them yet? I actually took your guidelines literally when you said: "Idle, spit (0/1) (turn head and spit on the floor)". I thought you wanted a quick spit and was thinking i almost overdid it. I think the head movement right when he spits is a little much, but i'd like to see it in the game at an average distance.
  8. I screwed up the right hand animation at the last frame of the sneeze animation. Although it doesn't matter much since I'll need to change it anyway when the stand-idle animation is finalized and completed. I'll re-upload it in a bit or should i even bother? Edit: Uploaded anyway and changed the timing a little and made the wipe quicker and smoother. http://www.mediafire.com/?sharekey=4594201...04e75f6e8ebb871
  9. I just saw the idle.ma for the first time. LESS stiff? Thats more movement than an MMO or Street Fighter character! I think they have planned movement for the head directly in the code. Im not sure people are going to like that much movement... My personal preference is barely any movement, as I know my brain will interpret that as real, but my opinion is irrelevant. I would guess however that the majority of the Thief community are PC players, not quite as used to console character movement. I could certainly be wrong though, i've been wrong before (ask an angry Sparhawk! )
  10. Thanks, email address is tory40@comcast.net.
  11. I like the movements, its just the pose that my brain is telling me is off. I tried standing like that in the mirror, with my knees bent out and feet out and my back straight up. Looked a little strange, got a good chuckle at myself though. Speaking of that pose, im going to need that soon if its finalized. Im not 100% sure Sparhawk gives a damn that my password doesn't work.
  12. Is that how the AI stand in the current idle animation? Having jobs that required me to stand for a good 10 years, 8 hours a day, i can tell ya you don't use your muscles when you don't have to. You rest straight up, balanced on your joints, knees straight. When your joints get sore, you shift the weight onto different angle of the joint, still balanced, still straight. Unmoving too, but I agree, the subtle moving adds to the game. Anyway, thats realism for you... If you like, since i know time is a factor, i don't mind creating a standing idle animation that comes from my own experience walking this earth these 33 years and then at least we'd have two to choose from? I was going to anyway down the road and i've got tons of time to spend on it at the moment.
  13. I'll get 7 running after im done with my current animation.
  14. That would be nice if someone could test them out. I think i converted a few curves to quaternion rotation at one point and im not clear if they'll work in Doom 3.
  15. http://www.mediafire.com/?sharekey=4594201...04e75f6e8ebb871 idle_guard_spit idle_guard_sneeze Is this the correct naming convention?
  16. Totally redoing the sneeze animation. Can't stand it now after not having looked at it for so long. I think it helps to get away from the animations for awhile because, at least for me, i think I just start to accept the way the animation looks as, sort of "how one person sneezes" and i can't really get in touch with how i want it to look incorporating the original goals. Thats also a problem, i never really had any set-in-stone goals. I also learned I could turn off key snapping in the timeline, much easier to compress/lengthen movements now.
  17. Is the only point of the shoulder_rotate_ctrlR to weigh down spaulder (shoulder armor) models so they don't flip all over? Should i not mess with those?
  18. My password is still not working for svn, but ill upload them the moment it does.
  19. I'm now using the 32bit version. I now get a blank window popping up asking me to search for a directory. Its only responded thus far when pointing it to the maya directory. After that it continues processing for a second and then gives this error: R6025 Pure Virtual Function Call If you strung together the strings created by procmon.exe after starting the exportmodels command, it would probably stretch to the moon and back a few times.
  20. Oh, thanks Greebo, I'll install the 32bit version.
  21. Think im making progress now. Says Maya not installed in registry.
  22. Tried 7.0, now it reads mayaimportx86 a lot longer but it still won't work. Here are the related lines in the log file if anyone knows what there doing (20 or so lines). I can't believe the computer processes all that crap so quickly! http://www.mediafire.com/download.php?ydomwygnmnn @ Springheel: I'm thinking Sparhawk will fix my login problem today, in which case, i'll upload my completed files. If you want either of those two animations i did sooner, just let me know.
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